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[Magic Lore] - Farseer

 

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Background

 

A Farseer fills many roles within society. Often enough they act as an ear-to and mouth-of a Spirit that seeks to impact the Mortal Plane, either making their wishes known or their secrets and machinations hidden. A Farseer often expands their role as a conduit to the Spirits by taking descendants upon Spirit Walks to lend guidance, experience and, occasionally, aid them in understanding Spiritual intrigue. Being able to transport souls to the far off realms of the Immortal Plane is one of the greatest powers a Farseer has at their disposal, but comes with great danger for inexperienced travellers. When traversing the Spiritual Realms Farseers often stumble upon visions of past, future, and present events - Echoes of important affairs that have left their mark on the timeless Immortal Plane that offer Farseers knowledge, wisdom, or, in the more specific instances, warnings of threats to come. 


Perhaps their most important power is that of granting a Blessing, an ability which allows them to impart boons upon the souls of Descendants, Animals and Plants as empowered by the Spirits themselves. Through the manipulation of certain Immortal Aspects, such as Honour, Fertility or Hope, a Farseer can increase the strength of these concepts in a being and augment them to be braver, stronger or healthier than before. With all of these abilities Farseers strive above all to impart peace and balance upon both the Mortal and Immortal Planes, easing political tensions and solving squabbles between Spirits, Mortals, and the natural world as a whole.

 


 

 

Magic Explanation

 

Overview:
 

Farseers are spiritual seers of nations and clans. Farseers are gifted individuals that can travel into the planes of the spirits and speak with beings invisible to the eyes of normal descendants. Farseers can often be troubled by visions of the future, the past, and the world about them and use their insight to guide their people through troubled times. Although Farseers may seem wise and peaceful at first, they are formidable foes when angered, and their wrath is fierce.

 

Definitions:


Immortal Spirits

 

Immortal Spirits began long ago as the scions of Elementals created to watch over specific aspects of the mortal plane. They represent and draw power from mortal interpretations of the world about them. A rock may be represented by an Elemental Spirit, but what can be done with that rock is an Immortal Spirit’s domain. Forged into a weapon, carved into art. Emotions and Ideas are Immortal Spirits’ realm, and this itself is in a constant state of flux and war. 

 

Greater Immortal Spirits

 

The Greater Immortal Spirits are those that claim lordship over a major idea or concept, such as Nature. These Greater Immortals are capable of subjugating beneath them Lesser Immortals, who give them them power and control over other aspects of the Mortal Realm, making them not just spirits of a single aspect, but a plethora of interrelated concepts and ideas.

 

Lesser Immortal Spirits

 

The Lesser Immortal Spirits are those that hold domain over a subcategory of a concept a Greater Spirit is already in charge of. Lessers with enough strength are capable of breaking from Greater Spirits to become independent or, if cunning and powerful enough, to overthrow them, however events such as these are few and far between. Spirit Guides are an example of Lesser Spirits that can either be in service to a Greater, or independent.

 

Elemental Spirits

 

An Elemental; a spirit that exists within the mundane material of the world and exists in a variety of forms such as Air, Water, Fire, Earth, Metal and Storm. These Spirits inhabit the Elemental Plane of the Spirit Realm.

 

Immortal Plane

 

The Immortal Plane is a near-infinite stretch of individual Spirits’ territories, the birthplace of every Immortal Spirit ever created. In between the pockets of Greater Immortal Spirits’ realms are areas of war or eery quiet where Lesser Spirits either fight in their Greater’s name or struggle by themselves to piece together power, renown, and worship in the Mortal Plane. 

 

Elemental Plane

 

This plane of the Spirit Realm is the home to all of the Elemental Spirits including their respective Elements.

Farseer Tools

Unlike that of so-called “Spirit Smithed” items, blessed Farseer tools have more of ritualistic purpose, such as drums and sacrificial weapons, rather than practical mundane use. 

Drum – The drum is a tool often used by Farseers as the beating of the drum assists them in achieving an altered state of consciousness. Farseer drums are generally constructed of an animal-skin stretched over a bent wooden hoop, with a handle across the hoop.

Feathers –  Feathers are often used in ceremonies and in individual healing rituals.

Rattle –  Rattles are used in ceremonies in traditional ways, often included to help invoke a specific Spirit in the Farseers ceremonies. These rattles are typically made with things representing the Spirit in question.

Smoking Pipe – Used for smoking various tobaccos and psychoactive herbs.

 

Tools Redlines and Clarifications:

-These “blessed” objects have no magical or spiritual powers, unless otherwise specified and cleared with the ST on an item-by-item basis (an accepted MArt application). The majority of these tools are simply considered “holy” by the Farseer and used within their rituals.


 

 



 

 

Abilities/Spells

 

Farsight: Non-Combative

Spoiler

Granting these wise Shamans their names, Farsight is the gift of receiving visions of past, present or future events. The wisest of Farseers will commonly come together to discuss lessons from the past, troubles in the present or warnings of the future, and to act on these with what’s best for the Shamans and the world in mind.

 

Farsight, while being the most basic level of Farseeing, is the most difficult to master. Visions often include vague messages and half-truths that are unclear to even the most experienced Shamans. Farsight is used mainly for providing hints and information in eventlines, though a Farseer with permission from the ST could use it to ‘read’ the future of other characters.  

 

Far Sight Redlines:

- Farsight is an ability that can only be used in conjunction with an official ST event, and involves direct ST involvement. The ST must watch over the ritual, and be the ones to describe the ‘far sight’ the Shaman(s) receive. 

- The number of total emotes and other requirements will be determined by the supervising ST, loosely based off of the complexity of the story line and how much information the Shamans are trying to obtain.

 

 

 

Inflict Visions: Combative/Non-Combative (Same Red Lines and mechanics apply.)

Spoiler

Stemming from their capacity to travel to different planes, Farseers become able to impart Visions upon any creature with a greater soul once they reach the third tier of their magic. One of a Farseer’s very few unpleasant abilities (though not inherently, simply in that it doesn’t require IRP consent), these visions are similar in nature to those received by Farseers from Greater Immortals and involve the manipulation of a person’s soul, and the sensory information that soul receives. A total of 3 emotes are required to inflict a vision; one emote focusing the Shamans mind and calling out to the Spirits, one emote imagining the general nature of the vision they wish to inflict, and one final emote reaching out to the targets mind and casting the spell (with the prior requested aid of the Spirits). The Farseer must be looking at the intended target until they reach Tier 5, at which point they can cast a long range vision as long as they possess a reagent from the target body (blood, hair, flesh, etc.).

 

Mechanics:
The steps required to inflict a Vision are as follows.
1) The target must be within visual range for a total of two emotes without the Shamans gaze being broken, followed or preceded by an emote of focus. At least two of these three emotes require the muttering of Old Blah.
2) The above step acts to lessen the person’s soul’s hold upon their body, and an emote should be made through /msg following a similar theme to when they’re taking someone on a Spirit Walk, where someone’s vision dims and the control over their body dulls.
3) The person’s soul is pulled from their body (The soul’s connection isn’t {and can’t be} broken, just like during Spirit walks) and thrust into the Immortal Plane. Here a Farseer is able to construct their vision.
4) The Farseer’s grip on the soul fades and a person’s consciousness will return to their body. An emote should be made by the Farseer explaining their vision/senses returning which stuns the person affected for one emote.

 

No matter the tier, a Farseer can’t perform combat or any actions that require their full attention while imparting a Vision (They are capable of speech, though). At Tier Five, Farseers can choose to strike someone with Visions from any range without needing eye contact, however this requires either the flesh, blood, hair or saliva of whoever they’re targeting (Similar to Witch Doctor Voodoo dolls) and additionally needs four emotes of focus, three of which must include Old Blah.

 

Visions Redlines:

-A Farseer cannot grant a vision until Tier 3.

-Cannot be used in combat, requires the full focus of the Shaman.

-Three (3) emotes are required to invoke a vision,  two (2) of which must contain an Old Blah chant requesting a Spirits aid. An additional emote is then required to describe the vision the target is receiving to a satisfactory level to both parties involved.

-The vision lasts for one (1) emote, but can last longer if the ‘victim’ is willing.

-Farseers are not capable of reading the targets thoughts in any capacity.

-They are not required to be factual visions, the Farseer can invoke whatever images he desires.

-A Farseer must be looking at his target in order to invoke a vision until Tier 5, at which point they may conduct a long-range vision as long as they possess a reagent from the targets body.

-The target would feel as if the vision was a thought or a (day)dream. The target has the OOC choice of whether they believe the vision to be real or not.

-Reagents gathered must have screenshot proof of collection with the date and time clearly visible. This is to prevent OOC abuse of hoarding incredibly old body parts.

-While OOC consent is not mandatory, it is encouraged to do so to create a smoother and more pleasant RP experience for both sides

-No weird sexual imagery or acts in visions, you degenerates.

-Do not use old reagents from dead bodies.

 

 

 

Farseer Tattoos: Non-Combative

Spoiler

While it is not uncommon for Farseers to be actual tattoo artists as a form of documentation or minor spiritual devotion, the Farseers Tattoo is more of a spiritual ‘brand’ then a typical tattoo. Through years of practice, Farseers have developed a technique that allows them to imbue a person's skins with a minor blessing. The tattoo is not a source of power, but rather a visual representation of faith that will react when it interacts with a spirit or that spirits domain. 

 

For example, if one was to get a Farseers tattoo of a spear on their arm in honor of Votar the tattoo might shimmer, glow, or hum softly when the killing blow is struck or perhaps even throughout the entire hunt. The blessing is not powerful or potent, the focus is more on the beauty and the homage to the Spirit. 

 

When the interaction with the spirit, or the spirits domain, is complete the aesthetic change may linger for an hour or so, but it will always revert back to the original static image. The Farseers tattoo will not fade over time, however should the section of skin be burned or cut completely off it will not reappear. 

 

The process of getting a Farseers tattoo is not difficult or time consuming, however the results are never exactly what the recipient has in mind going into it. The Farseer must first bless the recipient's skins to be more malleable to change, or else they will be enduring the brief pain for nothing. When this is done the Farseer will begin a small ritual in which they will call out to the Spirit Planes and ask for a spirit to come bless this tattoo (Higher tier shamans would be able to call upon specific spirits more efficiently). Whatever spirit answers the call will then aide the Shaman by creating a tattoo in their own honor, marking the recipient's skin with some sort of design they feel accurately represents them. 

 

The recipient would likely feel a searing pain on their skin for a few moments while the spirit imbues its blessing on them. Slight throbbing pain would persist for a few hours, however the end results would be a beautifully designed tattoo on a now flawless patch of skin. All blemishes, birthmarks, pimples, scars, etc., would be removed during the process. 

 

 Tattoo Redlines and Clarifications:

- Farseer tattoos do not give any powers or additional capabilities to the recipient. 

- Farseer tattoos are purely aesthetic.

-The preparing of the skin does not regrow parts of the body, only fixing minor impurities.

- Farseer tattoos require five (5) emotes to create.

- One (1) to prepare the skin.

- Three (3) emotes connecting to the spirit realm and calling out to the spirits, two (2) requiring old blah chants.

- One (1) to describe the physical pain the recipient has, and to describe the changes to the body.

 


 

Blessings of Empowerment: Non-Combative/Combative (Same redlines and mechanics apply.)

Spoiler

Planewalking, and the abilities that stem from it, are merely means to an end for the enigmatic Farseers of this realm. Although managing the conniving, cajoling, and consoling Immortal Spirits take up the brunt of a Farseer’s duties it has often been said that actions are more powerful than words. And so, when Farseers choose to do something about the way of the world (Spiritual or otherwise), they do so through the use of blessings.

Roleplay Description
Blessings are the temporary alterations or augmentations put upon any being with a soul or soul essence by a Farseer. They are exclusively unharmful and involve the positive manipulation of a particular Immortal Spirit’s aspect (Or aspects) within a mortal being. One could bless a Halfling with honour and daring in battle through Kezt, or even a field of wheat with fertility through Arwa.

There are three steps a Farseer must undergo to bless a creature or a plant.
a) Connecting to the Spiritual Realm.
b) Calling upon the Spirit they desire, and if necessary, attempting to make a deal.
c) Channelling the Spirit’s power and imparting the blessing.

Mechanics:
A) Connecting to the Spiritual Realm
Minimum Two Emotes
This part is identical to Planewalking, so it won’t be touched upon much here, however it mechanically involves the temporary relegation of their soul to a particular Spiritual Plane. This cannot be done while a Farseer is participating in active combat, and requires a steady mind and a seated position to perform. Typically a shaman must have a heap of drugs, some musical instruments, and smatterings of Old Blah to be successful. Connecting to the Spiritual Realm will take a minimum of two emotes, both of which must contain Old Blah and the use of a Shaman’s tools. At tier Five, the use of tools (including drugs) and a seated position is no longer required, as a Farseer becomes capable of travelling to the Spiritual Planes with greater ease than before. 


B) Calling upon a Spirit
Minimum One Emote + Roll
This is where a Farseer actually chooses what sort of Blessing they wish to impart, and it requires them to call out into the Spiritual Aether for whichever Spirit represents the aspect they want to alter. This step of the blessing takes a minimum of one emote focused on heralding and praising a particular spirit and their aspect in Old Blah. 

The Farseer must then roll to determine whether or not they are able to successfully channel the Spirits power. The roll and its success are determined based upon the tier of the Shaman as outlined in the tier list.


C) Channelling Spiritual Power
Minimum Two Emotes
Assuming success of the roll the final part of a blessing is channelling the power granted from this temporary pact to a Spirit. This can be done through a variety of aesthetic ways, but it requires a minimum of two emotes independent of the Farseer’s tier. Through the initial chants the Shaman will be channeling their mana towards the creation of what is known as a Conduit, but it is at this step that they will be channeling the power of the Spirit through the conduit.

Back in reality, what is observed is a Shaman expending a great amount of Mana on nothing much at all and then sitting completely still as the world begins to shift about them. The Spirits blessing is physically shown aura itself can be used as an (ooc’ly necessary) physical tell for how the magic is acting (Although the process is truly invisible), either sticking to a creature, absorbing into their skin, surrounding them, being pushed aside by a seemingly ethereal hand, etc. etc. It is up to the Farseer to add their own flair to this part of the magic, attaching personality and aesthetic to their roleplay as they see fit. It should be noted that although blessings themselves might not be harmful the processes by which they’re imparted can be, and having skin or muscles ache or flashes of visions plague the receiver of a blessing is advised and encouraged. A Blessing might also have specific downsides that are compulsory to roleplay, which will be laid out in the Spirit Interaction List below.


Red Lines:
-This conforms to all of the redlines of Planewalk connection, and is essentially the same.
- One cannot participate in battle when Blessing, they can however cast this magic in battle. Keep in mind, however, the Farseer will be a sitting duck, and cannot move or divert their attention away from blessings to defend themselves.
- The Farseer must have met the Spirit they are calling upon before using them in a blessing. Roleplay in the earlier tiers is directed towards understanding each Immortal Spirit and their aspects and also towards contacting them.
- The agreements a Farseer forms with a Spirit should be beneficial to that Spirit in some way. For example, a blessing might be made to bolster the potential for healing within a person, and will thus increase Akezo’s power from its prevalence in the Mortal Planes. If it isn’t directly beneficial in this way, a Shaman should be considered in their debt and can’t perform one of these blessings again until an actually beneficial blessing is made. Alternatively, a Farseer can worship that spirit for a while, erect shrines, or spread the word of the will of the spirit.

-A blessing may last for a maximum of 6 OOC hours unless they are assisted by another shaman who successfully makes their connection roll as well. 1 additional Farseer’s assistance doubles the original length, for a total of 12 hours. 2 additional Farseer’s assistance triples the original length for a total of 18 hours. 3 additional Farseer’s assistance quadruples the original length of a total of 12 hours. 3 is the maximum amount of Farseer’s who may assist with a blessing.
 

 

 

 

 

List of Blessings

 

Epiphytes or other plant people things can choose between flora or fauna.
 

Blessing of Enrohk
Spirit of Bloodlust, Savagery, and War

 

Flora: Plants develop sharp thorns or stinging leaves akin to nettles. Cacti are able to expel their thorns in all directions if threatened.

Fauna: Grants some control over bloodlust, allowing the blessed target to still be able to tell friends from foe and direct their rage at the enemy.
 

Red Lines

  • Does not grant additional physical strength or immunity to pain.

  • Obviously cacti explosions can’t kill people.

 


 

Blessing of Vulka
Spirit of Warfare, Strategy, and Siegecraft

 

Flora: Flora targeted by this blessing will do all they can to grow themselves into a shape that is better suited for defense. Vines will curl up into balls to resemble barbed wire, or will intertwine to imitate a wall.

Fauna: Fauna who find themselves targeted by this blessing will feel motivated to do all that they can to protect their homes or families. Animals will seek shelter and act territorially, whereas people will board up their homes, erect defensive structures and may even act skittish of others to the point of slight paranoia.

Red Lines:

  • There can be no permanent emotional effects from this Blessing. 

  • This doesn’t grant greater skill in crafting or in warfare.

 


 

Blessing of Jevex
Spirit of Order, Hard Work, and Self-Sacrifice

 

Flora: N/A

Fauna:  A Blessing of Jevex imparts a creature or person with increased stamina, allowing them to exert themselves for twice as long out of combat. The target will also feel more obligated to help others with strenuous tasks.

Red Lines:

  • Targets do not gain any strength increase.

 


 
Blessing of Shezept
Spirit of Revenge, Plots, and Stealth


Flora: N/A

Fauna: The target of this blessing will experience a muffling effect on unintentional noises from their own body and objects they wear on their person, but not to other objects they interact with.

 

Red Lines:

  • The target is still capable of making noise by interacting with other objects, or by speaking. For example, banging your fist on the table still makes a banging noise. Words will still be heard if spoken. But a necklace will not audibly rattle, or an involuntary cough would go unheard.

  • Does not make you invisible. Does not stop people from actually seeing you trying to creep around.

 



Blessing of Ogrol
Spirit of Despair, Sapped Strength, and Entrapment

Flora: Plants curl up to create painful traps, and spread themselves wide over the ground, far lower than they normally would.

Fauna: A target of this blessing would find themselves more adept at creating traps. This can be used in events to quickly set up something to catch a creature.

Red Lines:

  • A plant will not harm a person or creature to a great degree, although they must use two emotes to free themselves. Think bear trap, but not going to chop your leg off.

 



Blessing of Arwa
Spirit of Fertility, Harvest and Farming

Flora: When cast upon a swath of dirt, the dirt shall become full of rich nutrients and become hospitable for plant growth. 

Fauna: The recipient of this blessing shall gain a “green thumb” and be able to tend to plants with relative ease.

Red Lines:

  • A Green Thumb cannot force plants to grow in locations they would be unable to thrive in.

  • Dirt can be cleansed of taint on a very small scale, no larger than 3x3.

 


 

Blessing of Akezo
Spirit of Healing, Health and Vitality

Flora: N/A

Fauna: This Blessing may take several sessions of roleplay to heal a person or creature of an injury or non-magical impairment. Upon initial casting, basic wounds and infirmities (slight bleeds, gashes, bruises, etc.) will stitch themselves up. Any life-threatening injuries will also become stabilised, however won’t be fully healed and will be left impaired. At this point, if the wound is more than a minor one this Blessing will heal the injury over several sessions. The worse the injury, the more sessions it will take to heal.

Injuries:
Healed on the spot:
Slight cuts, gashes and bruises. Stabilises patients.

Healed after the First session:
Shallow stab wounds, cracked bones, bad bruising/burns, and old impairments (E.g. bad leg).

Healed after the Second session:
Broken bones, numerous or deep stab wounds, slashes, punctured lungs and more serious impairments (E.g cataracts).

 

Healed after the Third session:
Initially life-threatening injuries, severed body parts (See Red Lines) and serious impairments (Eg. Blindness, See Red Lines).


Red Lines:

  • Body parts can be reattached with this magic, however the blessing has to be imparted within five IRL hours of the limb/extremity being severed. It cannot, in any capacity, regrow something from nothing (such as growing back eyes, replacing old, cut off limbs), but it can lessen the pain from those injuries.

  • When healing impairments such as blindness, it should be noted that this blessing cannot dispel any magic/curse that might be causing impairment. If magic is actively causing blindness, a blessing of Akezo won’t heal this.
    - Likewise, this blessing cannot purge venom or poison from a mortal’s body. 

  • There must be a minimum of one (irl) day between sessions, and a maximum of three. If this isn’t satisfied the healing will fail and the wound festers.

 


 

Blessing of Paxahru
Spirit of Arrogance and Stupidity

Flora: N/A

Fauna: This causes people to feel more proud of themselves and their actions, boosting their confidence.

Red Lines:

  • Cannot force someone into harm's way should it not be in there character to do so.

  • In weak minded individuals the sense of confidence may easily devolve into arrogance.

 



Blessing of Freygoth
Spirit of the Wild, Animal Instinct, and Plants/Animals

Flora:  Makes a patch of land become overgrown quickly, with plants and weeds growing wildly on the soil.

Fauna: Makes the person rely more on their instincts. This equips people with a mindset that helps them better survive in the wilderness.

Red Lines:

  • Does not grant people knowledge on survival, the effect is psychological.  

  • Does not turn people into animals.

 


 

Blessing of Ublulhar
Spirit of Hope and New Beginnings

 

Flora: Plants burst forth in joyous growth, and seedlings sprout swiftly. 

Fauna: Imbues a sense of hope and a desire to explore new things and improve oneself.

Red Lines 

  • The target of the blessing is allowed creative freedoms in determining how motivated they are to explore new things, and to pick and choose what they will explore. It is not an overwhelming sense of desire that will make them do nothing but pursue new avenues.

 


 

Blessing of Ghorza
Spirit of Travel, Movement, Commerce, and Fortune


Flora: N/A

Fauna: Delivers an urge to trade and conduct business, or a fondness for games of chance and luck.

Red Lines 

  • Doesn’t give people a gambling addiction.

  • Doesn’t make people really good at gambling or have good or bad luck.

 


 

Blessing of Kezt
Spirit of Honour and Bravery

Flora: N/A

Fauna: Makes those blessed more courageous, and prevents them from faltering in the face of fear. They are also more likely to behave honourably in accordance to their culture. Those that do not behave honourably feel a sense of guilt hanging over them.

Red Lines

  • The effect is temporary and cannot be used to force someone who is normally dishonorable or cowardly to change his ways.

 


 

Blessing of Thulezia

Spirit of Lust, Pleasure and Beauty

Flora: Plants bloom into beautiful blossoms, casting off all imperfections in their leaves, stalks, or branches.

Fauna: Makes people think they are beautiful, imparting upon them a significant amount of self-acceptance. Imperfections such as wrinkles or acne fade away for the duration of the blessing.

Red Lines

  • No carnal lust, ever. For this spirit, ‘lust’ is the desire for objects and nice things.

  • No major physical changes occur.

  • Cannot be used to change one’s appearance completely, or as a disguise.

 


 

Blessing of Isuz
Spirit of Love, Caring, and Tranquillity

 

Flora: N/A

Fauna: Causes those affected to feel more love for their fellow kin, and imbues a sense of peacefulness and tranquility.

Red Lines   

  • Does not force someone to be peaceful, especially in combat or if they are threatened. It can be used to make someone more susceptible to diplomatic solutions, but this is up to the affected individual.

 


 

Blessing of Leyd 

Spirit of Dominance and Physical Strength

 

Flora: N/A

Fauna: Grants those blessed the feeling that they are stronger and more confident, causing them to act more dominant over others around them. This does not have to be in an aggressive overbearing way, it can also be nurturing.

Red Lines: 

  • Does not grant actual strength increases.

 


 

Blessing of Krathol
Spirit of Pain, Suffering and Starvation


Flora:  Plants shrivel and droop,  taking on a withered appearance. They will not require water to stay alive while the blessing persists. They will also survive trampling and similar abuse until the blessing wears out, returning them back to normal.

Fauna: Blesses the target with protection from medical shock, so that they can suffer longer. The target will not pass out from starvation or torture for the duration.

Red Lines 

  • A character can only be given this blessing once a week.

  • Cannot be used to keep someone alive indefinitely, and only prevents death from starvation and excessive pain. It cannot save someone from severe blood loss, for example.

 



Blessing of Votar
Spirit of the Hunt 

 
Flora: N/A

Fauna: Animals and people affected by this blessing will find their senses and instincts heightened for the purpose of tracking down and hunting animals.

Red Lines

  • This blessing only works when used for hunting, as Votar only cares for such.

  • Requires ET permission to be used in events.

 


 

Blessing of Scorthuz
Spirit of Cleansing, Purity and Purging

Flora: Blesses flora with a cleansing touch, sickness caused by non-magical means (E.g Poisons, toxins, gas) after (1) IRL hour. Dead plants near by the blessed plant will wither and be replaced with vivid life. 

Fauna:  Blesses Fauna with a cleansing touch that will remove most non-magically created plagues and minor illnesses after (1) IRL hour.
 

Red Lines  

  • Only natural IRL flora will regrow from dead plants. 
  • No magical plague or extreme illnesses such as cancer etc. can be cured with this blessing.

 


 

Blessing of Veist
Spirit of Illusion, Tricks, and Thievery

Flora: N/A

Fauna: Blesses people with superior sleight of hand. They will find doing things such as pickpocketing, cheating at card games and performing fake magical tricks much easier.

Red Lines

  • Doesn’t make you a master thief or a card shark or a Las Vegas stage magician.

  • Does not make you stab faster.

  • The augment is purely on the target of the blessing. A pickpocket target would be just as normally capable of detecting the sleight of hand.

 


 

Blessing of Aztran
Spirit of the Sun, Stars, and the Ethereal

Flora: Blesses plants with a radiant glow. A faint glow illuminates the flowers and leaves.

Fauna: Blesses with a radiant glow. Light will shine from beneath the flesh, upon contact an intense heat is felt. This light will light (3x3x3) blocks around the blessed.

Red Lines 

 

  • The intensity of the heat from an individual is similar to that of a feverish state, without the downsides of having a fever and the heat sensation radiating across the entire body.

  • The light that radiates from both flora and fauna is incapable of penetrating through illusions or magical darkness.

 



Blessing of Luara
Spirit of the Moon

Flora: Makes plants hold sunlight from the day and become bioluminescent at night. Plants shimmer with a light blue.

Faun  Allows a person to see further under moonlight.
 

Red Lines

  • Cannot see perfectly as though it was day while under night vision.

 



Blessing of Theruz
Spirit of Intelligence and Learning

Flora: N/A

Fauna:  Blesses people with the ability to learn new things easier.

Red Lines 

  • This will not allow a character to instantly master a new task, each blessing can only be used to make the process of learning a trade, medicine, information, playing an instrument or similar easier. 

  • This can not be used to learn magics easier.  

  • Does not make you more intelligent.

 


 

Blessing of Betharuz
Spirit of Alcohol, Cactus Green and Celebration

Flora: Cactus green plants blessed with this produce a superior product.

Fauna:  Blesses fauna with tolerance to mind affecting chemicals such as alcohol and cactus green. They will feel a compulsive desire to spread cheer, joy, and start many wild parties.

Red Lines  

  • This blessing does not allow one to not overdose on narcotics. 

  • This blessing will not force someone to spread cheer or joy or throw parties. 

 



Blessing of Rolfizh
Spirit of Murder, the Clandestine, and Poison 


Flora: N/A

Fauna: Blesses fauna with tolerance to all poisons. This allows them to offset effects of the poison for an extra 3 emotes.

Red Lines  

  • This blessing does not make one immune to the effects of toxins or poisons, only offers resistance. 

  • Will not save you from a suicide PK by poison.

 


 

Blessing of Gentharuz
Spirit of Smithing, Smelting, Industry and Forging

Flora: N/A

Fauna: Fauna gain the ability to craft non-MART metallurgy works with more ease. Metals are less likely to chip, it’s easier to refine and easier to shape and mold. This effect lasts (1) IRL hour.

Red Lines  

  • This blessing will not work on existing MArts, or applied to MArts, however may be used in an MArt dedicated to possessing this blessing with no other spirits involved.

  • This blessings will not improve the quality of finished metallurgy works.

 


 

Blessing of Drelthok
Spirit of Sleeping and Dreams


Flora: N/A

Fauna: The target finds it easier to get to sleep voluntarily, and tends to have happy dreams.

Red Lines:

- This is not castable in combat and can only be used for positive effects.

 



Blessing of Urin
Spirit of Weather, Seasons, and Climate


Flora: The blessing causes plants in the area to behave as if they were in different seasons. For example, some plants would bear flowers outside of spring, leaves would turn orange as if in autumn, and so on. If cast on a large tree, the tree would exhibit all four seasons at the same time, divided in quarters. This does not kill the tree.

Fauna: Allows the shaman to create a 20x20 area of weather of their choosing. People blessed with this suffer less from their environment, such as suffering less from the heat of the desert or the cold of the tundra.


Red Lines  

  • Cannot be used to abuse trees into constantly yielding fruit. The tree will only yield fruit in one of its quarters and it will grow at it’s own pace.

  • Cannot force extreme weather such as blizzards or heatwaves or tornadoes.

  • While thunderstorms can be called, lightning will only hit the tallest object in the vicinity.

 


 

Blessing of Kotrestruu
Spirit of Memory and the Recording of Knowledge



Flora: N/A

Fauna: Fauna recount past details with more ease, if the fauna suffers memory problems, this blessing will restore a chunk of memories.

Red Lines  

  • These memories are not fully accurate either, and appear more and more blurred the longer in time it has been since the memory took place. 

  • Cannot be used to recall one’s own death or other details that could be used to metagame.

 


 

Blessing of Skathach

Spirit of Fire


Flora: Plants don’t burn, and can sit in a flame unharmed for long periods of time.

Fauna: This blessing will raise the body temperature without adverse effects. The target will be highly resistant to environmental heat and cold, granting them resilience against temperature related conditions such as heat-strokes and numbness from cold.

Red Lines  

  • This blessing does not give immunity to fire, it will burn you just the same. 

  • It does not grant protection from extreme cold, such as falling in freezing waters.

  • Does not let you burn people with your weirdly hot hands.

 


 

Blessing of Akathro

 Spirit of Water


Flora: Aquatic plants can grow on land, and land-based plants can grow underwater. Plants do not require water.

Fauna: Fauna are able to swim with twice the speed, targets with heavy armor do not sink, and can hold their breath for twice as long as normal.  This lasts for (1) IRL hour. Can only be used in combat for events.

Red Lines  

  • This blessing will not allow one to water walk, or breathe water. 

 


 

Blessing of Bregthar 

Spirit of Earth


Flora: When cast upon a swathe of land, up to 30x30 in area, this blessing allows for the Farseer to permanently change the biome of the area.

Fauna:  Grants an effect similar to a stoneskin potion, turning one’s skin and flesh hard and heavy like stone, dulling touch and pain. The hardened skin chips instead of cutting open when struck with a bladed weapon. A strong blunt strike could crack the impact area, causing significant damage, but not as much as if it were regular flesh. This blessing also makes one considerably heavier, making one unable to run or sprint while under its effects. When the blessing ends, all damage sustained translates into injuries, such as chipped skin turning into bleeding wounds and cracks turning into fractured bones and bruised flesh. Lasts for 4 emotes in combat.

Red Lines

  • When the blessing ends all damage taken becomes relative injuries and one will feel the pain of sustaining such injuries.

  • Does not make one physically stronger.

  • One cannot wear armor with this blessing. It would hamper movement too much and the stoneskin scraping against the armor would damage it. 

 


 

Blessing of Fiarza 

Spirit of Air


Flora: N/A

Fauna: This blessing makes the target become more light and agile, as if carried by a mystic wind. Performing acrobatics and difficult jumps is easier with this blessing. This does not increase the height of a jump, and allows the blessed to leap over 8 block gaps. However, because the blessing grants lightness, it reduces the damage one can do in combat, as strikes will lack the usual weight behind them.

Red Lines  

  • Does not make you faster or have quicker reflexes.

  • Does not help one reduce damage taken from falling.

  • Blessing will go away if not used within 4 emotes or if used to jump larger than average distances.

 


 

Blessing of Kulthark 

Spirit of Metal


Flora: Makes plants as resilient as iron for the duration.

Fauna: The blessed becomes magically attuned to metal, gaining a sixth sense that can detect the presence of metals in a 3 block radius, regardless of physical barriers. This works for metal in both their ore and refined forms, as well as alloys.


Red Lines

  • One is not able to discern the type of metal one is sensing with this ability, only that metal is present.

  • Does not allow one to react to an incoming metal projectile that isn’t being seen, such as an arrow coming from behind or a thrown weapon.

  • Cannot tell if a person wearing armour is hiding, or if they have hidden weapons.

  • Requires OOC consent from owners of buildings to know whether or not there is metal behind a blocked off wall.

 


 

Blessing of Neizdark

Spirit of Storm


Flora: N/A

Fauna: Attunes the target to the fury of the storm, turning them into a living lightning rod. The target will attract lightning strikes and will survive it. The blessing ends when this happens. Despite allowing one to survive lightning, it will still deafen, blind and stun the recipient for one emote, only protecting the blessed from direct damage caused by it and preventing them from catching on fire as a result of the strike.

Red Lines 

  • Cannot be used to cause lightning to strike out of nowhere. A natural storm or one created by an elementalist or Farseer is required to provide the lightning.

 

 


 

 

Tier Progression

 

Tier 1:

Spirit Walking - The Shaman can now act as a tether to the Spirit Planes, however they cannot “aim” their walk properly. If aiming to commune with Freygoth, they would likely find themselves amongst one of her lessers and unable to reach the greater Spirit. There is a chance that at this tier the Shaman will “miss” entirely and end up in a completely unrelated spirits dimension. At this tier the Shaman may only act as a tether for themselves.

Far Sight

Visions - N/A

Blessings - The Shaman is only able to call upon the spirits for blessings for themselves. In order to do so they must have an established rapport with a spirit and can only cast a single blessing once every week. A successful roll for this tier is a minimum of Eight (8) out of Ten (10). Allows a 1x1 block radius for flora blessings.

 

Tier 2:

Spirit Walking - The Shaman can now act as a tether to the Spirit Planes for one individual other than themselves. There is as close to a guarantee that can exist that they will attach to a somewhat correct Spirit (A Greater, and any Lessers of that Greater, would be “correct”).  Reached after 2 IRL weeks of study at T1.

Far Sight -

Visions - N/A

Blessings - The Shaman is only able to call upon the spirits for blessings for fauna once every OOC week. Shamans are now able to call upon the spirits for a blessing for themselves twice every 1 OOC week. A successful roll for this tier is a minimum of Seven (7) out of Ten (10). Allows a 2x2 block radius for flora blessings.


 

Tier 3:

Spirit Walking - The Shaman can now connect to the exact desired Spirit Plane with little to no issues. They can also act as a tether to up to 3 other individuals. Reached after 3 IRL weeks of study at T2.

Far Sight -

Visions - The Shaman is capable of invoking visions in people's minds. The images would be vague and slightly muddled, able to convey general ideas and emotions but lacking specific details.

Blessings - The Shaman is able to bless both flora and fauna alike twice in one OOC week. The Shaman does not need a rapport with the spirit as long as the purpose of the blessing aligns with the spirits goals. The Shaman can now bless themselves once every OOC day. A successful roll for this tier is a minimum of Six (6) out of Ten (10). Allows a 3x3 block radius for flora blessings.

 

Tier 4:

Spirit Walking - The Shaman can now act as a tether for up to 4 individuals. Reached after 5 IRL weeks of study at T3.

Far Sight -

Visions - The Shaman would be able to invoke a more precise vision in their target. Colors might be more vibrant and able to stand out more, and the overall details would be clearer. It would be more akin to looking at a picture.

Blessings - The Shaman is able to bless both flora and fauna alike once in one OOC day. The Shaman does not need a rapport with the spirit as long as the purpose of the blessing aligns with the spirits goals. The Shaman can now bless themselves once every OOC day. A successful roll for this tier is a minimum of 4 (4) out of Ten (10). Allows a 4x4 block radius for flora blessings.

 

Tier 5:

Spirit Walking - The Shaman can now act as a tether for up to 5 individuals, and given their experience within navigating the Spirit Realms they will be able to meet with Greater spirits with greater success.Reached after 6 IRL weeks of study at T4.

Far Sight -

Visions - The Shaman would be able to invoke visions with extreme. realistic clarity should they wish to do so. Additionally, the visions can be invoked from a distance as long as the Shaman has some sort of reagent from the target such as blood or hair.

Blessings - The Shaman can perform as many blessings as they wish per day, on themselves or others, until exhaustion. A successful roll for this tier is a minimum of Two (2) out of Ten (10). Allows a 5x5 block radius for flora blessings.


 

 

Purpose (OOC)

This iteration of Farseer is meant to bring the magic up to LT standards, and to allow the magic to grow and continue to help Orcs and other Spiritualists understand the will of the immortal spirits.

 

Citation Spoiler

Credit to Sykogenic for the initial drafting, compilation and finalization of this piece. Credit to ILikeFoodDude, Leonie, and WhimZ for helping develop and finalize this version. Credit to Jandy and KBR for proofreading the initial drafts many months ago. 

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I take it back. What in Krug’s name compelled you all to massacre the blessings?

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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